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D E WITT'S 



AMEBIC AN ? . . 

CHESS MANUAL. 



CONTAINING FULL INSTRUCTIONS FOR YOUNG PLATERS, 

By AN OLD CHESS PLAYER. 

ALSO, 

THE NEW RULES OF THE GAME. 

ADOPTED BY THE AMERICAN CHESS ASSOCIATION IN 1880. 



TOGETHER WITH 



AN ACCOUNT OF THE AMERICAN CHESS CONGRESSES HELD 
SINCE 1857, AND THE RECORDS OF THE CHESS TOUR- 
NEYS OF 1880. WITH A CHOICE SELECTION 
OF END GAMES, PROBLEMS, ETC. 



/ 7-;dited by 

s'AeNRY CHAD WICK, 

r the Editorial Staff <f the New York Clippe?\ 




1830. , 



NEW YORK: 
DE WITT, PUBLISHER, 

No. 83 Rose Street. 

Copyright, 1880, by A. T. B De Witt. 



.C43 

CONTENTS 

OF 

AMERICAN CHESS MANUAL. 



PAGE. 

Preface , 3 

Introduction 4 

Chess Board (The). v (Diagram) 6 

Arrangement of the Board 7 

Capacities and Movements of the Pieces 9 

Liabilities of Pieces to be Taken 14 

How the Game of Chess is Won and Lost 17 

Drawn Games 20 

Relative Value of the Pieces 23 

Opening of Games (The) 24 

Exercises, with Diagrams. 29 

Laws and Maxims 38 

On the Openings 48 

Chess in Ameeica. 

Chess Congress Tournament 54 

Congress Tourney of 1880 . . 56 

Full Score of the Congress Tourney 57 

Full Record of the Tourney 59 

Chess Code, adopted hf the Chess Associations of the United 

States of America 60 

Games for Study 66 

End Games 69 

" " Solutions. 70 



PREFACE. 



In adding a Chess Manual to the series of De Witt's 
Hand Books of Games the publishers have endeavored 
to occupy a space in current chess literature which has 
been too long vacant ; and that is," to present a work on 
Chess which would at once be readably interesting and 
specially instructive to young chess players, while at 
the same time its low price would place it within the 
reach of all. The primary fault of the Chess Manuals 
hitherto published, has been that they have either been 
written too much on " the scientific plan," if we may so 
express it, or, in going to the other extreme., have been 
made so simple in their wording as to be devoid of in- 
terest to the more intelligent class of readers. The 
happy medium has been the one thing sought for by 
the editor of this Manual. In doing this he has en- 
deavored to combine instructive and interesting reading, 
and added such information in regard to the prominent 
events of the American chess world as would be appro- 
priate for a Manual of the game. 

In the first part of the Manual will be found a guide 
to young beginners in the game, from the pen of Mr. 
Charles H. Stanley, taken from a work on chess, pub- 
lished by Mr. De Witt some twenty years ago. These 
chapters cannot well be improved upon, and as they 
were written when that chess veteran was in his prime 
we present them unchanged. 



INTRODUCTION. 



Nearly all tlie books of instruction in Chess are 
written as if the authors regarded the game hi the light 
of a mathematical study, rather than as a mental rec- 
reation. One effect of this has been to frighten young 
chess students, at the very outset, with the idea of 
the amount of really laborious work they will have to 
be subjected to before they can become adepts in the 
game. Another feature of these books is the too great 
prominence given to the study of the various chess 
openings, just as if a thorough knowledge of these 
would alone make a chess player. Besides this feature 
there is sill another, viz., that of giving so much space 
to the records of games played by noted chess masters. 
The study of chess openings and the playing over of 
noted games contested by great players are well enough 
in their way ; but the utmost familiarity with the best 
openings extant, or with the style of play in vogue with 
the great masters, will not make a chess player, unless 
the mental ability and the aptitude to excel in the game 
are there to give the book knowledge its due effect. 
All such aids to chess knowledge are, in a measure, like 
the use of corks and floats in learning to swim, they 
merely assist one to familiarize himself with certain 



Introduction. 



5 



movements prior to his depending entirely upon his 
own resources. Your "book player" goes on swim- 
mingly while he is in the shallow water of his familiarity 
with the openings ; but the moment he ventures out of 
depth, and has to depend upon his own mental powers 
in the game, if he lacks the nerve, the courage, or the 
strategic skill to out manoeuvre his wily adversary, ail 
his book learning " goes for naught. 

To fully attain a knowledge of Chess wjfclTa desire 
to excel in it, the student must acquire a practical 
familiarity with the art of Chess analysis ; in other 
words, he must learn to calculate the effect of various 
moves on the board -without moving the pieces, just as 
he would proceed to solve a chess problem from a 
printed diagram, viz., by mentally moving the pieces 
from one position to another and retaining in the mem- 
ory the new position of each piece. This is a primary 
element in the study of Chess, without which but little 
progress can be made in it. Without that, mere book 
study is comparatively useless. It is to assist the stu- 
dent in acquiring this habit of mental analysis that we 
have introduced a series of chess problems in this w T ork, 
for there is nothing better calculated to assist a learner 
than the study of problems, especially those not exceed- 
ing three or four moves. 



Diagram I. 



THE CHESS BOARD. 



BLACK. 




Arrangement of the Pieces preliminary to Play. 



THE 

CHESS PLAYER'S INSTRUCTOR; 

OR, 

GUIDE TO BEGINNERS. 



CHAPTER I. 

ARRANGEMENT OF THE BOARD AND DESIGNATIONS OF THE 
PIECES. 

The game of Chess is a contest between two players or 
parties, and, when played on even terms, each party is pro- 
vided with sixteen pieces, arranged in a corresponding 
manner, on a board divided into sixty-four squares, the 
latter being alternately white and black. 

Diagram No. I., on the opposite page, forms a correct 
representation of the chess-board, with the opposing forces, 
Black and White, drawn up in due form for the commence- 
ment of play. 

Each party, it will be observed, has there one 
King ^e||^ one Queen two Rooks or Castles J§f^ 

two Bishops (g^ two Knights <^/^ and eight Pawns ^ 



8 The Chess . Player's Instructor; 



It wa also be observed that the board is so placed that 
each p ayer has a white corner square at his right hand side. 

The King and Queen, you will perceive (I think it well to 
address you in the second person), occupy the two centre 
squares, the latter being placed on a square of similar 
color to her own ; the King, consequently, on one of an 
opposite color. Adjoining the two centre squares, on either 
side, is placed a Bishop — denominated, severally, the King\ 
Bishop, and Queen's Bishop ; their respective titles being 
awarded to them from their proximity to either King or 
Queen, as the case may be. 

The King's Knight and Queen's Knight are next in order 
for consideration ; and the position assigned to each is on 
the next and outer side of the King's and Queen's Bishops. 

On each of the two corner squares, to your right and 
left hand, stands a piece called a " Rook," or Castle ; being 
distinguished from one another in like manner with the 
Bishop and Knight, as the King's and Queen's Book. 

If I have made myself sufficiently intelligible, you will 
be now .thoroughly acquainted with the designations and 
appearance of the eight pieces which compose your rear rank. 
That in front consists of eight pieces, of a construction 
precisely similar to one another. They are called Pawns ; 
and are distinguished by tho more definite titles of King's 
Pawn, Queen's Pawn, Rook's Pawn, etc., which titles are 
conferred on each, according to the denomination of the 
piece in front of which it may be placed. 



or. Guide to Beginners. 9 



CHAPTER II. 

fHE CAPACITIES AND MOVEMENTS OF THE PIECES. 

Tlie King. 

The laws governing the King's movements are more 
simpie than those applicable to any other piece. He can 
move out one step, or square, at a time, in any direction — 
either forward, backward, or diagonally. Thus, if so 
placed as to have full scope for the exercise of his powers, 
he will have a choice of moving to either of the eight 
squares which encircle that whereon he may be situated. 

The Queen. 

The narrow limits to which the King's movements are 
confined, may be looked upon as the basis on which are 
founded the Queen's vastly increased powers. For not 
only can she move to any square accessible to him, but 
likewise is she endowed with the privilege of extending any 
such movement, in a rectilinear direction — whether forward, 
backward, or diagonally — to any extent, at will; being 
bounded only by the confines of the chess-board. 

When placed in the centre of the board, the Queen may 
be said to command twenty-seven squares ; but as situated 
on the commencement of a game, and on the removal of 
the other pieces from the board, she has the choice of 
twenty-one squares, from which to select her move. In 
order to familiarize you with certain technical expressions 
in general use among Chess players, and to explain more 
clearly to you the Queen's powers, I will now call your 



IO The Chess Player's Instructor; 

attention to Diagram II., and thence proceed to describe 
each square to which, from her own, she may be lawfully 
moved. 

Diagram II. 

BLACK. 



•bsab 'bs i^l b 'bsafr *b a Q 'bs g -b s HH -bs;^H ^HH 




QRsq. QKtgq. QB sq. Q sq. K sq. KB sq. KKtsq. KR eq. 



WHITE. 

You will observe that, in this diagram, each square on 
the first rank, on either side, is characterized as King's, 
Queen's, K's Bishop's, Q's Bishop's, King's and Queen's 
Knight's, or King's and Queen's Rook's square. The pieces 



or, Guide to Beginners. 



named being represented by their initials, and in the 
Knight's case by an additional " t" to distinguish him from 
the King. Each of the seven squares in front of either 
piece, is respectively called K's, Q's, B's, K l 's, or R's 2d, 3d, 
4th, 5th, 6th, 7th, or 8th square ; and the entire eight squares 
compose what is termed the King's, or other pieces' file. 
(See Diagram II.) 

In this position, either white or black Queen may be 
played to either of the remaining seven open squares in the 
first rank, namely : to King's square, King's Bishop's 
square, King's Knight's square, King's Rook's square, on 
the King's side, and to Queen's Bishop's, Queen's Knight's, 
and Queen's Rook's square on her own side of the board. 

Secondly, she has the option of moving to either of the 
remaining seven squares on her own file ; and in the 
present instance, of taking adverse Queen at her own 
eighth square. 

Thirdly, she may be moved diagonally, as follows, 
namely : To QB 2, QK< 3, and QR 4 ; also to K 2, KB 3, 
KK l 4, and KR 5th square — numbering in all twenty-one 
tquares, as already stated. 

Tlie Bisliop. 

The diagonal movements of the Queen, as above de- 
scribed, appertain likewise to the Bishop ; and being 
diagonal only, it necessarily follows that the Bishop will 
throughout adhere to the same colored square as that on 
which he was first, stationed. 

The Bishop, whether King's or Queen's, when placed 
upon his own square, has the command of, or capacity of 
moving to, but seven other squares ; when, however, in the 
centre of the board, he will be found to have a choice of 
thirteen separate mdves. 



12 The Chess Player's instructor; 



The I&niglit. 

The eccentricities of the Knight's moves render thera 
somewhat more difficult, both of description and under- 
standing, than those of his fellow chessmen. He cannot 
move to either of the eight squares contiguous to that on 
which he may be located ; but may be played to any one of 
an opposite color among the sixteen squares which surround 
such squares. When placed, therefore, alone, on his own 
square, you will find that he has the eommand of but three 
squares ; in a more favorable position, however, that num- 
ber may be extended to eight. 

A marked peculiarity attaching itself to the Knight**? 
capacities, is that, with which he is endowed, of leaping 
over any other piece, whether friend or enemy, which may 
chance to intervene between himself and the square to 
which he may desire to move. 

The characteristics of the Knight's move will be better 
understood by reference to Diagram III. (See Diagram III. > n 

Tlie Book, 

The Rook's move is invariably in a straight fine, and 
parallel with either one side or the other of the board. 
Thus, if either Rook be placed alone, on its own square, is 
may be moved to any square on its own rank, or on its own 
file, namely : To either of the K l 's or B's ; or to K's Q's. or 
other Rook's square ; also to its own second, third, fourth, 
fifth, sixth, seventh or eighth square — numbering in all 
fourteen. And place it where you will, you will still find 
that its capacities are limited to, and cannot be reduced 
below that standard. 

T&e Pawn* 

The movements of the Pawn (with the exception of 
cases wherein he makes captures, and which will be treated 



I 



or, Guide to Beginners. 



»3 



of in a subsequent chapter) are always in a straight line, 
and forward only ; having no power of retrograde action. 
On the first move of a Pawn, he can advance either one or 
two squares at will : but, after the first move, he is limited 
to a single step or square. 

Prior to taking leave, for the present, of the Pawn and 
its peculiarities, I may as well here state that the term 
" piece," of which I have already made frequent use, is not 
generally applied to the Pawn. On describing, therefore, 
the extent of your forces, on beginning a game, you would 
not say that you had sixteen pieces, but eight pieces and 
eight Pawns. 

Diagram III. 



1 2 




Tbe Knight caitjnove fa either square numbered from 1 to 8. 



14 The Chess Player's Instructor % 



CHAPTER III. 

LIABILITIES OF PIECES AND PAWNS TO BE TAKEN, ANft 
METHOD OF EFFECTING CAPTURES. 

From the otherwise universal liability of both piece **nd 
Pawn to capture, the King alone is an exception. In all 
other cases, where pieces, properly so called, are concerned, 
they have the power of taking any adverse piece or Pawn 
which may be situated on a square to which the first named 
eould lawfully be moved— supposing it to be unoccupied. 

On effecting a. capture, you remove the piece or Pawn 
taken, from the board, and place your own man upon the 
square thus vacated. 

You will observe that, in the above remarks, I have 
spoken only of *' pieces, properly so called," and will 
remember that the Pawn is not therein included. 

One of the many instances in which the Pawn differs 
widely from his fellows is the manner in which he attacks 
his adversaries. Unlike those pieces which make captures 
on squares to which alone they have the power to move, 
tbe Pawn has no power whatever of so doing ; on the con- 
trary, while his march is straight forward, his attack is 
diagonal, like that of the Bishop, but limited to two squares. 

Another peculiarity attaching itself to the Pawn, is the 
power which it possesses, under certain circumstances, of 
taking an adverse Pawn en pasmjit, as it is usually called, 
and which is done as follows : Should your adversary have 
a Pawn, which has advanced to the fifth square of either file, 
and you having a Pawn, unmoved, on a file next adjoining, 
should push your own Pawn two squares, your opponent, if 



or, Guide to Beginners. 



he pleases, may take the advanced Pawn in the same 
manner as he might have done, had you moved it but 
one square — namely, by removing your Pawn from the 
board, and placing his on that square which yours had 
jumped over. 

Diagram IV. 

BLACK. 




WHITE. 



This principle, as also the attacking powers of the chess- 
men, will be more clearly understood on reference to Dia- 
gram TV., with the explanatory remarks subjoined. 



16 The Chess Flayer's Instructor; 



In the above position Black's Pawn, at his QB 4 sq., is 
attacked by, or en prise, as it is generally termed, of White's 
King. Black's Pawn, at his K l 7, is en prise of White's 
Rook. His Knight and two Pawns are en prise of White's 
Bishop. Two of his Pawns, and his Knight, are en prise 
of White's Knight, and one Pawn, and one Rook, en prise of 
White's King. One White Pawn is en prise of Black Pawn, 
at KB 2. White's Pawn, at R 7, is en prise of Black's King. 
Both Rooks, one Pawn, and Bishop, en prise of Black's 
Queen. One Pawn is en prise of each Rook. His Knight, 
and one Pawn, en prise of Black's Knight. And should Black, 
having the move, advance Bishop's Pawn two squares, 
White has the option of taking said Pawn with Knight's 
Pawn, and, in that case, placing his owa Pawn on his Bis 
hep's 8th square. 



or, Guide to Beginners. 



CHAPTER IV. 

HOW THE GAME OF CHESS IS WON AND LOST. 

The privilege accorded to the King, of freedom from 
capture, you will shortly find to be far more apparent than 
real. It is quite true that your King cannot be taken ; and 
for this simple reason : You are, under no circumstances 
whatever, permitted to leave him en prise. Consequently, 
when attacked, it is incumbent upon your adversary to 
warn you of the King's danger, by saying w check," when 
your course is as follows : 

In the first place to move your King out of check ; that 
is to say, to some square not commanded by an adverse 
piece or Pawn. 

Secondly, you may, if practicable, capture the checking 
piece or Pawn. 

Thirdly, if the position will permit, you may interpose 
one of your own men between your King and the piece by 
which he is menaced. This last means, of course, is not 
practicable when such may be either Pawn or Knight. 

Checkmate. 

In default of your capability to protect your King from 
further menace, by either of the methods above named, 
you will perceive that you can no longer preserve your 
King from capture ; that is, supposing that from such a 
process he were not technically held inviolate ; you are then 
said to be checkmated, and your game is lost. Perhaps, 
considering the importance of the case in point, it would be 
veil to call your attention to Diagram V., wherein I pro- 



18 The Chess Player's Instructor; 



pose to exhibit to you the several methods by which check- 
mate may be averted or postponed, and the means by which 
it is ultimately effected. (See Diagram V.) 

Diagram V. 



BLACK* 




I ' ' ' * 

WHITE. 

In the above position we will suppose that Black, having 
to move, plays K l to K 4, check. White replies, R takes K f , 
check. Black having no other means of relieving his King 
from attack, it is compulsory upon him to take white Rook. 



or, Guide to Beginners. 19 



White next plays P to KB 4> check, when King is necessi- 
tated to move to his Bishop's fourth square. White next 
checks with Queen, at his Rook's third, when Rook must 
interpose at his Knight's fifth square ; whereupon White 
takes Rook with Queen or Bishop, giving checkmate. 

Castling the King* 

Castling the King is a combined movement of King and 
Rook (or Castle), and can be made only when neither of 
these pieces has been moved and no piece intervenes be* 
tween their respective positions. Provided, also, that the 
King be not in check at the time of castling ; and that no 
square, over which the King may have to pass, be com* 
manded by an adverse piece or Pawn. 

Your King may then castle in the manner following : 

On castling with King's Rook, you move King to his 
Knight's square, and Rook to King's Bishop's square. 

To castle with Queen's Rook, you move King to Queen's 
Bishop's square, and Rook to Queen's square. That is to 
say, in each case you move your King two squares toward 
the Rook with which you propose to castle, and place Rook 
on that square over the King may pass. 

Queening a Pawn* 

The Pawn, as we have already seen, having no retreating 
power, it is obvious that, on arriving at the opposite ex- 
tremity of the board, whence he started, should his capa- 
cities continue as formerly he would remain but as an 
encumbrance upon the chess-board. To provide against 
such an anomalous contingency, ii is permitted, on such 
occasions, to exchange him for any piece — the King, of 
course, excepted — which his lucky owner may desire, no 
matter whether or no his full compliment of pieces yet 
remains upon the board. It foUdwsy<'"onsequently that a 



20 The Chess Player's Instructor; 



player may hare, at the same time, two or more Queens, 
three or more Rooks, Bishops, or Knights — according to 
the number of Pawns which he may succeed in convoying to 
the last rank of the board. 



CHAPTER V. 

DRAWN GAMES. 

From the nature of the game of chess, and more parti' 
cularly in consequence of the means by which it is gained Oi 1 
lost, it wili be readily understood that, between players who 
are tolerably well matched, a large number of undecided, 
or drawn games, are likely to occur. The principal of these 
may be divided into three classes. 

In the first place, wherein neither party possess a suhi* 
cient force to give checkmate. 

Secondly, whenever a player, having it in his power to 
give perpetual check to adverse King, may consider it to 
his advantage so to do. This means, as also that to which 
we shall next refer, is not unfrequently found available by 
players, for the purpose of drawing games, which would 
otherwise be irretrievably lost. 

Thirdly, the game may be likewise drawn by stalemate-^- 
which latter is a position wherein a player, whose turn it 
is to move, and whose King be not in check, has no legal 
move at his command. Under such circumstances the King 
!s said to be stalemated, and the game is drawn. Our next 
diagram will serve to illustrate both perpetual check and 
stalemate. (See Diagram VI.) 

In the given position, we will presume that White lias the 
ir.ove. It is pretty obvious, from his inferiority in force. 



or, Guide to Beginners- 2t 



that his chance of winning the game vould be slim in the 
extreme. If, therefore, he can insure a draw, it is of 
course his best policy so to do. 



Diagram VI. 

BLACK. 




WHITE. 

White having to play draws the game. 



This he may effect as follows : He first plays K 1 to K 6> 
check. Black, having no other move, must now play his 
King to Bishop's third square. White next checks with 



a 2 The Chess Player's Instructor; 



Knight at Queen's eighth square ; whereupon black has 
a choice of three moves-— namely, to retire his King to 
Bishop's fourth square, which he has just left, or to take 
White's Knight with either of his Rooks. Should he move 
his King, however, White would reiterate his check with 
Knight at K's 6th, and continue to ring the changes on 
that and the other move above given. The game could 
obviously, therefore, result in nothing but a draw, unless 
Black should vary his play. His only means of so doing 
will be found, as already stated, to take White's Knight ; and 
no matter with which Rook he may do so, White can force 
a stalemate in the manner following^ namely: Queen to 
•Queen's fifth square, check. Black having no other means 
of escaping from check, is now compelled to take tho 
white Queen, with either his own Queen or King, and on 
so doing lie commands, with either piece, the only square 
to which White's King could otherwise have moved. Thus 
then, not being in check, and there being on the board 
no legal move, either for his King or any surviving piece 
or Pawn, White claims H stalemate," and the game is 
clrawn. 

Independently of those already described, there are vari- 
ous other circumstances under which games are drawii. 
As these, however, are treated of at length in subsequent 
pages, under the heading of " Laws of the Game oj 
Chess, 1 ' our attention may be more profitably employed, 
&t present, in the consideration of other matters. 



or, Guide to Beginners. " 23 



CHAPTER VI. 

RELATIVE VALUE OF THE PIECES. 

An attempt to estimate, with anything like precision, the 
relative value of the chessmen, would, of course, be a 
hopeless task ; as the value of each piece and pawn, 
whether considered relatively or otherwise, is constantly 
changing with, and dependent greatly upon the ever vary- 
ing positions in which each may have its place. Thus, 
although the Queen, under usual circumstances, may be 
said to be three times or more the value of the Knight, yet 
it will frequently happen, in the course of play, that a 
position will arise wherein a Queen would be literally 
worthless, and the peculiar characteristics of the Knight's 
powers would at once succeed in winning the game. 

The Queen, under ordinary circumstances, is calculated 
to be worth two Rooks and a Pawn. 

The Rook to be equal to that of a Bishop and two Pawns, 
or a Knight and two Pawns. 

The Bishop to be about equal to three Pawns ; but ot 
all others, the relative value of Bishops and Pawns are 
dependent upon the the emergencies of particular positions. 
The former, on account of its adherence to one color 
throughout, and the latter from its power of Queening. 

The Knight, in ordinary cases, is estimated to be of a 
precisely similar value to that of a Bishop. 

So far as the King is concerned, were he not prohibited 
from exposing himself, like the other pieces, he would be 
of considerable value ; and even situated as he is, can fre- 
quently be made of great use, more particularly towards the 
endings of games, wherein Pawns are principally concerned. 



24 The Chess Player's Instructor; 



CHAPTER VII. 

THE OPENING OF GAMES. 

If I have been favored with that attention from the 
learner, for which I would stipulate on his part, I think 
that he will find himself sufficiently at home with the prin- 
ciples of Chess to be now prepared to take one step further 
in advance, and consider with me a few preliminaries attend- 
ing its practice. 

If, therefore, we are both agreed, let us each take an 
imaginary seat at a supposititious board, and see what pro- 
gress we can make towards playing a game at chess. 

Exercise I, 

Supposing that, for the sake of convenience during a few 
short exercises, we identify you throughout with the white 
men ? Although, mark me, it is a very bad habit, but by 
no means a rare one, to acquire a predilection for either 
color. Let me see you now arrange your men in their pro- 
per places upon the board— white square to your right 
hand, you will remember — Hook in each corner. Next a 
Knight, then a Bishop — and you have just room for your 
King and Queen, the latter on her own colored square. 

Now, having your eight Pawns set in front of your re- 
spective pieces, suppose you take the move, and play your 
King's Pawn to King's fourth square (1. P to K 4). 

Either that, or P to Q 4, is almost universally adopted as 
first move : although it is hard to say but that some others 
might be about equally good. One main point, however, in 
opening a game, is certainly thereby attained — namely, that 



or, Guide to Beginners. 25 



of occupying as large a portion of the centre of the board 
with your Pawns and pieces as possible ; and you will ob- 
serve that the advance of these Fawns affords scope for the 
play of both Queen and Bishop. 

For my first move I shall likewise play 
{Black)— i. P to K 4. 

For your second, acting upon the general principle of 
developing your forces, and bringing your pieces into play, 
it is likely that you have no better move than to bring out 
either King's Knight or King's Bishop — it being seldom 
good play, in the very early stages of the game, to place 
the Queen in front of your Pawns. You may as well play 
then, on this occasion, 

( White) — 2. KK f to B 3. 
Which move, you will observe, attacks my King's Pawn. 

I shall now play. 

(Black)— 2. QK l to B 3. 
As, by so doing, I protect my Pawn from your attack, and 
at the same time bring my own piece into active play. 

There are now at your disposal a great many moves, from 
which, with equal advantage, you may select ; but you can- 
not greatly err in bringing out your King's Bishop ; so let 
us say, 

( WJiite)— 3. KB to QB 4. 

Although my King's Bishop's Pawn is now attacked by, 
or en prise of your Bishop, yet, as it is already protected by 
my King, it is not necessary for me to play a defensive 
move. I shall therefore play as you do. 

(Black)— Z. KB to QB 4. 
Should you now play either Q to KB 3, or Q to KR 5, you 
would threaten me with Clieckmatc, by taking KBP with 

3 



lb The Chess Player's Instructor; 



Queen. As, however, in either case, such attack could be 
very easily frustrated, it would be premature, and, there- 
fore, by no means to your advantage. You had better, 
therefore, adopt a steady course of play, say 



At once opening a diagonal for Queen's Bishop, and fortify- 
ing the position of King's Pawn. 
My next move shall be 



When you certainly can do no harm by castling, which can 
now be done with King's Rook. You will consequently 
play your King to his Knight's square, and your Rook to 
King's Bishop's square. 



It would be, perhaps, unnecessarily tedious to continue 
this game in the clumsy style of notation with which it has 
been commenced. Let us, therefore, repeat the five open- 
ing moves, and proceed with it in a manner more generally 
adopted in recording chess games. 



( White) 



, P to Q 3. 



(Black)— ±. KK £ to B 3. 



( White) — 5. Castles (KR). 



WHITE. 



BLACK. 



5. Castles (KR). 

6. QB to K 3. (a) 
1. QK* to B 3. 

8. QK l to K 2. (c) 

9. KB to QK l 3. 

10. QK l to KK' 3. 

11. Q to K 2. (e) 



2. KK 1 to B 3. 

3. KB to QB 4. 

4. P to Q 3. 



1. P to K 4. 



P to K 4. 
QK l to B 3. 
KB to QB 4. 
KK* to B 3. 

Castles. 



KB to QK 1 3. (b) 
P to Q 3. 



QB to K 3. 
QK 4 to K 2. 



QK 1 to KK l 3. (d) 

P to QB 3. 



or, Guide to Beginners. 3^ 



WHITE. 


BLACK. 


12, QR to Q. 


P to Q 4. 


13. r to KR a. (/) 


P to Q 5. {g} 


14. QB to his sq. 


Q to K 2. 


15. KK l to R 2. 


QB takes B. (h) 


1G. QK< to B 5. (i) 


Q to Q 2. 


17. QRP takes B. 


QK* to K 2. 


18. K l takes K l . 


Q takes KK 


19. P to KB 4. (k) 


B to QB 2. 


20. P takes KP. 


B takes P. 


21. QB to K l 5. 


QR to K. (0 


22. K* to KK l 4. 


Q to K 3. 


23. K* takes B. 


Q takes K*. 


24. R to KB 5. 


Q to K 3. 


25. B takes K l . (m) 


P takes B a 


26. QR to KB. 


K to R. 


27. R takes P (at KB 3). 


Q to K 2. 


28. Q to KR 5. (n) 


K to KK 


29. QR to B 4. (o) 


Q to K 4. 


80. QR to B 5.. 


Q to QB 2. 


81. Q to R 6. (jt>) 


K to R. (g) 


32. R to KR 5. 




White wins. 


(r) 


Notes to above 


Game. 



(o) Under ordinary circumstances it is not well to have tw§ 
Pawns on the same file. At present, however, 
should I take your Bishop with mine, you would 
retake with Bishop's Pawn; and notwithstanding 
that you would have what is called a double Pawn 
on King's file, your position would be rather 
strengthened than otherwise. 

(b) The best move. Were you to take Bishop, I should 
retake with Rook's Pawn, 



iS The Chess Player's Instructor; 



(c) This looks like retreating, but the intention is, subse» 

quently, to bring the Knight round to KK* 3, as the 
sequel will show; where it will be better posted, 
alike for defence and attack. 

(d) It will appear singular to you at first, to see that the 

position of each side should be precisely similar, 
after ten moves have been played. In openings of 
this description, however, such a circumstance is not 
unusual. 

(e) This move, independently of other advantages, will ena- 

ble you to bring Queen's Rook into more active 
play. 

(/) Generally a good move in this style of game ; and at 
present makes room for KK l at R 2, enabling you 
also to advance KBP. 

(g) By no means a good move ; as it blocks up my King's 

Bishop. 

(h) Also a bad move. 

(i) Thus gaining a move, by attacking my Queen and es- 

tablishing your Knight in a very commanding posi- 
tion. 

(k) Your game is by far the best. Your King strongly de- 
fended, and pieces all in good play. 
(I) Again weakly played. My position would have been 
considerably relieved had I taken Knight, checking, 
and again checked with Queen. 
(m) My game is now hopeless against good play; in conse- 
j quence, not only of the loss of a Pawn, but from the 

overwhelming attack which is now in your hands, 
(ft) You have now three pieces bearing upon my King's 
Bishop's Pawn, which is a very vulnerable point in 
my game. 

(o) With the intention of checking with Rook at Knight's 



or, Guide to Beginners. 29 



fourth, or playing it to Rook's fourth, and threaten- 
ing mate, on next move, with Queen. 

{jd) Again threatening a mate, by checking, first with Rook, 
and checkmating with Queen. 

(q) R to K 4 would prolong the game somewhat, but the 
result would still be the same ; as you could at once 
win Rook, by checking with Queen at Knight's fifth, 
etc. 

(r) Nothing can now prevent you from checkmating me 
by taking Rook's Pawn with Queen. 



CHAPTER VIII. 

EXERCISE II. 

At the present period of our studies, and prior to the fur* 
ther consideration of the openings and ordinary conduct of 
games, it would, in all probability, afford you useful instruc- 
tion to give me your attention while I point out to you the 
readiest means of winning in a few ordinary cases, wherein 
you may be left at the termination of games with the 
mating power. 

In the first place, then, let us see how soon we can force 
a mate with King and Queen against King alone. Taking 
a chance position as illustrated in our next diagram. (Set 
Diagram VII., on next page.) 

In this position, by proper treatment, it appears that you 
can force checkmate in six moves. And I desire to call 
your attention to the principle upon which it is effected. 
Although nothing is easier than to win with King and 
Queen against King alone, yet the mate can only be given 



The Chess Player's Instructor; 



when adverse King is on one of the outer ranks, or files, 
of the board. Your first business, therefore, in a case of 



Diagram VIL 
black. 



P 

m 





WW 



w 

Wf> i 








IP 





mm 
mm. • nn 





H Hn.. 




Ik W 




4m 




IIP 
il 



WW}. WW. WW. 



this sort, is to force him into such position. As matters 
DOW stand you can do so as follows : 



WHITE. 

1. Kto K'4. 
% K to K* 5. 



BLACK. 

K to Q 2. 
K to B 2. 



or, Guide to Beginners. 31 



WHITE. 



BLACK. 



8. Q to Q 5. 
4. Q to Q 1. 

0. K to K l 6, 



K to K* 
K to R. 
K to K*. 



6. Q checkmates, at K* 7, 
Q 8, or K 8. 

King and Rook, against the King. 

The method necessary to be adopted in order to check* 
mate with King and Rook, is, to a certain extent, similar to 
that used by King and Queen. It is almost as easy, but, in 
most positions, will require more moves. 

Our next diagram (see No. VIII.) will show that while 
five moves are there requisite to checkmate with Rook, the 
same object could be readily effected by Queen in three. 



6. R to R 6, checkmate. 

Let us now suppose that, in place of Rook, a Queen were 
substituted. You would then first check at QK* 6, when, 
should Black still reply as above (and he has no better 
move), you play K to B 3, and mate next move at K l 2 or 
K l 4, as the case may be. 

* If K to B 8, you play R to QKt 8 ; be must then go to Q 8, when 
Fou mate him at QKt square, 
t Should he move to R 5, you mate him at once by R to R6» 



WHITE. 



BLACK. 



L R to QK* 6, check. 



K to R 6* 

K to R r.f 

K to R 8. 
K to R 1. 



2 K to B 4. 

3. K to B 3. 

4. K to B 2. 



32 The Chess Player's Instructoi ; 

Diagram VIII. 

BLACK. 




WHITE. 



Elisiaop, Knight and King against the King, 

The difficulties in eifecting checkmate with Bishop, 
Knight and King against the King are so great that we 
doubt not but there are many really good and experienced 
players who would not succeed in so doing within the num- 
ber of moves stipulated for by the laws of the game. You 
will, perceive, therefore, the importance of giving the sub- 
ject your very best attention. 



or, Guide to Beginners. 33 



One grand principle, you will observe in these cases to 
be, that your adversary's King must be forced, not only 
into one of the four corners of the board, but to one of 
those two corner squares which your Bishop commands. 

The following illustration [see Diagram No. IX.) will 

Diagram IX. 



BLACK. 




WHITE. 



serve to exhibit the process by which adverse King may be 
so compelled ; but in order to perfect yourself in such maiv 



34 The Chess Player's Instructor; 



ner as to insure success in real play, you will find mucb 

practice necessary. 

In the above position we believe it will be found that, 
with the best play on either side, mate will ensue on the fif- 



teenth move, as follows, viz.: 






WHITE. 


BLACK. 


i 

i. 


F +a F A 
Jtv IU ix 0. 


K to B 2. 


o 


XTt + n A ft 


K to B 3. 


O 

o. 


I) 10 ^ o. 


K to B 2. 


4. 


6 to K* 5. 


K to Q. 


6. 


K 4 to K 5. 


K to B 2. 


a 
0. 


±v to v^Jd 4. 


K to Q. 


1. 


K to Q 6. 


K to QB. 


8. 


K l to QR 5. 


K to Q. 


9. 


K* to QK* f, check. 


K to B. 


10. 


K to B 6. 


K to K l . 


11. 


K* to Q 6. 


K to It 2. 


12. 


K to B 7. 


K to R. 


13. 


B to B 4. 


K to R 2. 


14. 


K l to B 8, cheek. 


K to R. 


15. 


B to Q 5, checkmate. 




Two 


ZSisliops and King 


against tlie King. 



There is much less trouble in winning with two Bishops 
than with Knight and Bishop. Notwithstanding which, 
however, it is yet necessary to drive your opponent's King 
almost, or quite, into one of the four corner squares. 

In order to see how this can be most readily done, let us 
set up a chance position and play it out. (See Diagram X.) 

• Should he play, instead of this move K to Kt 2, you still mov« 
Bishop to Q 3, and will succeed in cornering his King quite as soon as 
In the other case. 



or, Guide to Beginners. 35 

Diagram X. 



BLACK, 




WHITE, 



As matters now stand, I think that we shall find the mate 
in about nine moves. 

WHITE. BLACK, 

1. B to K 5. K to K. 

2. B to QB 1. K to B. 

3. K to B 6. K to K. 

4. B to QB 6, check. K to B. 



36 The Chess Playefs Instructor; 



WHITE. BLACK. 

5. B to Q 6, check. K to K* 

6. K to K* 6. K to R. 

7. B to K 8. K to K'. 

8. B to KB 7, check. K to R. 

9. B to Q 5, checkmate. 



Diagram XL 



BLACK. 




WHITE, 



or, Guide to Beginners. 



37 



King and two Knights against the King* 

Under ordinary circumstances, the two Knights and King 
cannot force checkmate against King alone ; although it is 
easy to set up a position where it may be given instanter, if 
you have the move. It not unfrequently occurs, however, 
that when the latter is encumbered by one or more Pawns 
of his own, if badly placed, they necessitate a lost game, by 
blocking up squares to which, in their absence, he could 
safely have retreated. 

Other positions, likewise, will sometimes make their ap- 
pearance, wherein the two Knights and King, alone, when 
the mate is given are the only pieces remaining on the win- 
ning side ; and in cases, too, where calculation, and not 
oversight, is the ruling cause. 

A somewhat, striking exemplification of this observation 
Is given in our next diagram. (See Diagram XI.) 

In this position White, having to play, forces check" 
nate in three moves, as follows : 



WHITE. 



BLACK. 



1. B to B 7, check. 

2. K l (from K 5) to QB 4. 

3. K f to Q 6, checkmate. 



K 1 takes & 
K* moves, 



38 The Chess Player's Instructor; 



LAWS AND MAXIMS. 



The Laws of Chess, given as follows, are, for the most 
part, precisely similar to those in universal acceptation by 
the Clubs of Great Britain, and Europe generally. The 
additions, or alterations, therein contained are rather ex- 
planatory than invasive ; and having the sanction of the 
New York Chess Club in full conclave, may, I think, be 
considered as binding upon Chess practice throughout the 
country. 

To these laws, their principles, and even minutice, I take 
leave expressly to direct the attention of my young readers. 

A strict compliance therewith will prevent the possibility 
of any conceivable misunderstanding across the chess- 
board—an extremity which all lovers of the game would 
deprecate and deplore. 

Some few hints or maxims for the guidance of young 
players, not possible to reduce to rule, I may yet venture to 
add. 

As a matter of choice, where opportunity may offer, try 
your metal against more experienced players. In such 
cases, however, never refuse to take odds when offered. 

Under no circumstances perpetrate a deviation from the 
rules of the game. If you touch a piece, move it: and 
when placed, leave it where so deposited: no matter 
whether or no your game be thereby lost. A request for 
permission to retract a move is mean and unmanly. 



or, Guide to Beginners. 



39 



Never permit yourself to show impatience at the length 
of time consumed by your • adversary in considering his 
moves ; and bear in mind that, in order to become a good 
player yourself, you must not commence by attempting 
undue rapidity. Avoid, as much as possible, the exhibition 
of annoyance on experiencing defeat, or exultation in the 
event of success ; and, of all things, on such occasions as 
the former, do not complain of being " out of play," either 
in consequence of a " sick headache," or from having just 
risen from the dinner-table. 

Do not whistle, hum a tune, drum, or otherwise fidget 
at the chess-board. If in a player such conduct is excep- 
tionable and disagreeable, in a looker-on it is intolerable. 

Never touch a piece until your mind is made up where to 
put it. 

Hovering over the board with your hand is not only inele- 
gant, but the indecision so exhibited and cultivated is apt 
seriously to affect your play. 

When having a physical superiority in pieces, it is, of 
^ course, under ordinary circumstances, to your advantage to 
exchange with your adversary pieces of equal value ; but, in 
so doing, you must keep a sharp lookout for the applicability, 
on either side, of such pieces to the peculiar contingencies 
of the position. 

I think that back games, so called when, having been lost 
or won, they are played over from a given point, had better 
be recurred to when by yourself. They are certainly never 
examined with the same attention on both sides as they 
would receive in actual play. 

And now to the Laws of Chess. (See note on p. 47.) 



t 

4.0 The Chess Player's Instructor; 



laws of Cliess, 

I. 

POSITION OF THE BOARD. 

The chess-board shall be so placed that each player has & 
white corner square at his right hand. 

m 

CAPTURING A PAWN IN PASSING. 

When a Pawn, in moving two steps, passes over a square 
commanded by an adverse Pawn, it may be captured by the 
adverse Pawn in passing, in the same manner as if it had 
moved but one square. When a player has no other move 
at command, capturing such Pawn is compulsory 

HL 

PAWN AT THE EIGHTH RANK. 

Every Pawn, upon reaching the eighth or last rank, 
ceases to be a Pawn, and must be immediately exchanged | 
for a Queen, a Rook, a Bishop, or a Knight — even though 
none of these pieces may have been previously lost. 

IV. 

CHECKING THE KING. 

Whenever a player attacks the adverse King, he shall 
audibly utter the word check! either just before or at the 
time the attacking move is made. 

In case the check is inaudibly announced, or not an- 
nounced at all, the attacked King is neither obliged to 
move nor in any other way to parry the check. 

A man touched by the adverse party, after an unan* 
V>unced or inaudible check, need not be moved or captured. 



or, Guide to Beginners. 



If the player who has failed to announce check at the 
proper time, afterwards announce it, then the intervening 
moves of each party must be recalled, the check parried, 
and the game continued. If this be not practicable, the 
game shall then be abandoned as null and void, and the 
player who moved first in the annulled game, shall again 
have the first move. 

If the check is announced but not given, the adversary's 
following move may be recalled and another made, pro- 
vided the player who falsely announced check has not 
already touched one of his men for the purpose of making 
his next move. 

V. 

DRAWN GAME. 

No game can be won except it end with a checkmate. 
The game is drawn, or won by neither party, in the follow- 
ing cases : 

1. When one player gives perpetual check, or when both 
players insist upon a continual repetition of the same 
moves. 

2. When either King is stale-mated — that is, when tho 
King of one of the players is not in check and cannot 
move to any square not commanded by an adverse man, 
and when that player possesses no other man which can b :• 
legally moved. 

3. When neither party possesses force sufficient to effect 
mate. 

VI. 

MATING IN END-GAMES IN SIXTY MOVES. 

In an end-game where one player remains with a King 
alone, or where the King and one or more pieces are op- 
posed to the King and one or more pieces, the player having 

4* 



42 The Chess Player's Instructor; 



the inferior force shall have the privilege of requiring his 
idversary to give checkmate within sixty moves on both 
sides, to commence from the time the player gives notice 
that he shall count them. If this be not accomplished, the 
game is drawn. 

This rule shall also be applicable to end-games, where a 
perfect equality of force exists, but which either party is 
unwilling to abandon as drawn. 

VII. 

FIRST MOVE AND CHOICE OF MEN. 

At the beginning of the first game of a sitting or match, 
the first move, and at the desire of either player, the choice 
of men, shall be decided by lot. Each player retains the 
same men during the whole sitting or match, but the first 
move changes with every game. If the odds of a piece be 
given, the player giving the odds, unless it be otherwise ex- 
pressly agreed, shall always have the first move. 

VIII. 

DURATION OF A GAME. 

The time for consideration upon any move is not limited. 
Players who desire to limit the duration of their games 
shall previously agree upon the time allowable to each move, 

and the penalties for exceeding it. 

IX. 

INCORRECT ARRANGEMENT OF THE BOARD OR MEN, ETC. 

If it be discovered, before each player has made four 
moves, that the arrangement of the board or men is incor- 
rect, or that a man has been omitted, the game, at the desire 
o£ either player, shall be recommenced ; but to do this after 



or, Guide to Beginners. 43 



four moves have been completed, the consent of both 
parties shall be required. 

If a player have moved first when he had no right so to 
do, the game must be recommenced if his adversary demand 
it, unless four moves shall have been made on each side ; 
after both parties have completed four moves, the game 
must be continued. This rule shall also apply to postponed 
games. 

In games at odds, a wrong arrangement of the board or 
men may be corrected previous to the completion of the 
fourth move, as above. But if it be at any time discovered 
that the man given has not been removed from the board, 
the player receiving the odds shall decide whether he will 
recommence the game or continue it without odds. In a 
game where a certain number of moves are given, if the 
player receiving the odds neglect to make these moves, the 
mistake may be rectified at any time previous to the com- 
pletion of the fourth move. After that time the game must 
be continued without any change. 

X. 

A MAN TOUCHED TO BE MOVED OR CAPTURED. 

A man touched must be moved, and an adversary's map 
touched must be captured, unless the player touching the 
man previously says, J'adoube (or /replace). But any maL 
accidentally misplaced or overturned, may be replaced in si- 
lence, without obliging the player replacing it, either to 
move or capture it. In castling, either the King or Rook 
may be first moved at the pleasure of the player. 

A move is completed, and cannot be recalled as soon a* 
the hand is withdrawn from the man moved — until then the 
man touched may be moved to any square. If a player, in 
this or any other respectj depart from the strict laws of 



44 ihe Chess Player's Instructor; 



chess, he cannot excuse himself by citing a similar violation 
q{ the laws by his adversary. 

XI. 

TOUCHING MORE THAN ONE MAN, OR ONE WHICH CANNOT B» 
MOVED. 

If a player touch more than one man, his opponent may 
decide which of the men touched shall be moved or cap- 
tured, or instead may require the player touching the men, 
to move his King when it can be done without going into 
check. 

If a man touched cannot, in accordance with the laws of 
the game, be moved, or if one of the opponent's men 
touched cannot be captured, then the player who commits 
the error must move his King, 

The penalties resulting from the violation of this and the 
following laws must be enforced by the adverse player be- 
fore he shall make his own nest move. After that, except 
in cases where the game may be annulled, no penalty can be 
exacted. In cases where none of the above penalties can 
be exacted without violating some law of the game, there is 
no further penalty. 

It is understood that in all cases where the penalty ex- 
acted, is the moving of the King, it must be moved without 
castling. 

XII. 

FALSE MOVES* 

If a player capture one of his own men ; move one of his 
adversary's men ; or make any move which violates the 
laws of the game, his opponent may either allow the move 
to remain, permit the move to be recalled, compel the 



or, Guide to Beginners. 45 



player capturing falsely to move the man touched correctly, 
or may compel him to move his King. 

If a player castle improperly, his adversary may either 
allow the false castling to remain, permit his opponent to 
castle -correctly, or he may replace the pieces, and re- 
quire the moving of either the King or the Rook as he 
shall see fit. 

If a player capture, either with his own man or one of 
his opponent's men, an adverse man illegally, his opponent 
may either allow the move to remain, permit the move to 
be recalled, compel the player capturing falsely to move 
the man touched correctly, or may compel him to move his 
King. 

If a player, upon advancing a Pawn to the eighth rank, 
should accidentally exchange it for one of his adversary's 
pieces, or, if in placing his own piece upon the board, he 
should place it upon the wrong square, then the move shall 
be recalled, the Pawn replaced, and the King moved. 

XIII. 

MOVING INTO CHECK. 

If a player place his King in check, his adversary shall 
immediately notify him of his error, otherwise the game, if 
the players cannot agree upon its continuation, must be 
annulled, and, without changing the first move, begun 
anew. If the player be immediately informed of his error, 
the King must then be moved to some other square. If a 
piece has been moved so as to discover check, and cannot 
be movfed so that the check still remain covered, then the 
King must be moved, if it can be legally done. 



46 The Chess Player's Instructor? 



XIV. 

SUCCESSIVE MOTES BY THE SAME PLAYER. 

If the same player make two or more moves in succession^ 
his adversary may permit all the moves to remain, or any 
one of them at his pleasure. He may also oblige the player 
to recall all the moves, and he may decide which of the men 
touched shall be moved, or he may compel the moving of 
the King. * 

If a man be played, either on the board or in a game by 
correspondence, to a square upon which a man of the same 
party already stands, the adverse party may permit the 
same man to be legally played, or may compel the King 
to move. 

If the penalty be not immediately exacted, the game 1 is 
annulled, unless the parties can agree upon the terms of its 
continuance, and must be recommenced without changing 
the first move. 

XT.. 

GAMES BY CORRESPONDENCE, CONSULTATION, ETC. 

An error commited in at game by c©rrespondence, is tc& 
be treated in accordance with the spirit of these laws, ex- 
cept in cases provided for by previous arrangements be- 
tween the contesting parties. The sending of a letter or 
message is equivalent to touching a pioce; its arrival with 
the opposite party is the completion of the move. 

In games played by consultation, the players consulting 
are regarded as one party. A violation of the laws by one 
is a violation by all. 

In playing without sight of the board, the blindfolded 
player is responsible for no fault committed by his repre- 
sentative at the board, but a move ann# ^nced by himself La? 
a move completed. 



or, Guide to Beginners. 47 



XVI. 

GAMES AT ODDS. 

In games at odds, the following regulations are to be 
observed : 

1. When a Pawn is given, it shall be the King's Bishop's 
Pawn. 

2. When a player undertakes to give mate with a certain 
Pawn, he can never exchange it for a piece, but must give 
mate before it reaches the eighth rank. 

3. A player giving a Rook, cannot castle on the side from 
which the Rook is removed, unless it be previously so 
agreed. 

4. If the odds consist of more than one move, the party 
receiving the odds cannot, with those moves, play any of 
his men across the middle of the board. 

XVII. 

SPECTATORS. 

Spectators shall neither by word or sign, take any part in, 
or express any opinion concerning the game, 

XVIII. 

CASES NOT PROVIDED FOR, ETC 

Disputed points, either arising in cases not provided for 
by these laws, or concerning the interpretation of the laws 
themselves, shall be referred to the spectators, or to a com- 
mittee selected by the players. 

Any or all of these laws can be temporarily set aside by 
previous and common agreement between the players. 

Note — The foregoing rules which have governed the conduct of 
the game for the last twenty years, are modified by the code 
adopted by the Chess Congress of 1880— as shown pages 60 to 65. 

lpfe ' 

P 



48 The Chess Player's Instructor; 



ON THE OPENINGS. 

Despite the immense varieties both in attack and de- 
fence, of which a game of chess admits, even in its first 
stages, analysis, to which for centuries it has been sub- 
jected, has placed it in the power of an industrious stu- 
dent to gather a vast amount of useful information applica- 
ble, more particularly to the openings of games, yet also 
highly so to their determinations. The limits of this little 
work, however, must confine us in this branch of strategics, 
almost entirely to the classification of the openings most 
in use, together with a few illustrations embodied in games 
having been actually contested by first rate-players. 

The. King's Knigiit's Opening. 

philidor's defence, 
white. black. 

1. P to K 4. P to K 4. 

2. KK* to B 3. P to Q 3. 

In this opening your second move gives its name to the 
opening, and Black's second move to the defence. It would 
be difficult to prove this latter positively faulty, but it does 
not meet with general approval. Your best move in re- 
sponse would probably be 3. P to Q 4. 

petroff's defence, 
white. black. 

1. P to K 4. P to K 4. 

2. KK* to B 3. KK* to B 3. 

This defence is by no means unfrequently adopted at the 
present day, and may be probably used without much risk. 
You may now play either 3. P to Q 4, or 3. K 1 takes P, in 
either case having a good game. 



or, Guide to Beginners. 



49 



GIUOCO PIANO. 

This opening is much more popular than either of those 
already alluded to ; and possesses, without doubt, the advan- 
tage of soundness on either side. To constitute the 
Giuoco Piano three moves each must be made thus : 

WHITE. BLACK. 

1. P to K 4. P to K 4. 

2. KK 1 to B 3. QK l to B 3. 
8. KB to QB 4. KB to QB 4. 

I think that Black's second move here is by far preferable 
to either of those already considered, and your third move 
is likewise quite unexceptionable. 

THE EVANS GAMBIT 

Is founded on the position last given, when, for your 
fourth move, you play P to QK* 4, which Pawn you sacrifice 
in order to gain attack. Black's fourth move is usually to 
take Pawn with Bishop, when you reply 5. P to QB 3, etc. 

RUT LOPEZ KNIGHT'S GAME. 
WHITE. BLACK. 

1. P to K 4. P to K 4* 

2. KK l to B 3. QK* to B 8. 

3. KB to QK l 5. 

This attack has of late become extremely popular among 
first-class players ; and is considered one of the very best and 
safest methods for first player to open his game. Black has 
now a choice of several moves ; either KK* to B 3 (which I 
am inclined to prefer), Q to KB 3, KB to QB 4, or P to QR 

any otjier retort would, in all probability, involre him in 
early difficulty. 

5 



50 The Chess Player's Instructor; 



queen's pawn, or scotch gambit. 

WHITE. BLACK. 

1. P to K 4. P to K 4. 

2. KK 4 to B 3. QK* to B 3. 

3. P to Q 4. 

The sacrifice of Queen's Pawn is here quite sound * y as 
should Black so play as to retain his advantage for long, 
you will generally, by skillful play, get an overwhelming 
attack upon him. Black's usual course now, is to take 
Pawn with King's Pawn, when you continue 4. B to QB 4. 



THE KING'S GAMBIT. 

The term Gambit is derived from an old Italian word, 
having reference to some sudden movement whereby a 
wr-estler would, on occasion, overthrow his antagonist. 

In chess language it is applied to cases wherein a Pawn 
is sacrificed in the beginning of a game, for the purpose of 
gaining an attack ; the Pawn thus given being denominated 
the Gambit Pawn. 

The various openings known under the general appella- 
tion of King's Gambit are very great. The principal of 
them are as follows : 

KING'S KNIGHT'S GAMBIT. 
WHITE. BLACK. 

1. P to K 4. P to K 4. 

2. P to KB 4. P takes P. 

3. KK 1 to B 3. 

Your third move classes this opening as the King's 
Knight's Gambit. Black's best move is generally supposea 
tow to be 3. P to KK 1 4, but there are numerous others 



or, Guide to Beginners. 



51 



from which he may select without positive, or at least im» 
mediate danger ; as P to Q 4, or perhaps even P to KB 4, 
etc. 

ALLGAIER GAMBIT. 

Th. ; s opening is in high favor with some of the great 
living players. It is thus constituted : 



4. P to KB 4. 

Black's best move i<* generally considered now to be P to 
KK l 5, when the attack is usually carried on by playing 
your Knight to K 5. The variations from this point are 
almost infinite — White, in all prudent instances, obtaining 
a very fine game. 



This opening is created by Black on his third move, 
where, instead of playing a defensive game, he at once 
assumes the attack. 



WHITE. 



BLACK. 



1. P to K 4. 

2. P to KB 4. 

3. KK< to B 3. 



P to K 4. 
P takes P. 
P to KK< 4. 



CUNNINGHAM GAMBIT. 



WHITE. 



BLACK. 



1. P to K 4. 

2. P to KB 4. 

3. KK f to B S. 



P to K 4. 

P takes P. 
B to K 2. 



Your best move is KB to QB 4, when Black plays B te- 
ll 5, check. For your fifth move I should recommend K to 
B, the position remaining somewhat critical to both player? 



§2 The Chess Player's Instructor; 



MUZIO GAMBIT. 



WHITE. 



BLACK. 



1. P to K 4. 

2. P to KB 4. 

3. KK* to B 3. 

4. KB to QB 4, 



P to K 4. 
P takes P. 
P to KK l 4, 
P to KK l o. 



Black's fourth move, followed up by your abandonment 
Of the Knight, which he then attacks, forms the opening 
known as the Muzio Gambit. Your attack may be now 
iadvantageously carried on, by either Castling, P to Q 4, or 
QK* to B 3. In each case,, although Black will win your 
Knight, it is highly probable that your game is at least as 
good as his. 



In this opening, as also in those already treated of under 
the title of Knighfs Gambit, the King's Bishop's Pawn is 
given up by first player 

It is a game much practised, and leads to almost as great 
a variety of intricate positions as the last named opening. 



Your best move now is, doubtless, K to B, when Black 
plays P to KK* 4. Although your King has moved, and in 
consequence can never castle, I think that you are by no 
means at a disadvantage. 

queen's gambit. 
This opening possesses the advantage of extending to tho 
^irst player an attack both vigorous and preeminently sound. 



king's bishop's gambit. 



white. 



BLACK. 



1. P to K 4. 

2. P to KB 4. 

3. KB to QB 4. 



P to K 4. 
P takes P. 
Q to KR 5, check. 



or, Guide to Beginners* £3 



WHITE, BLACK 

1. P to Q 4. P to Q 4. 

2. P to QB 4. P takes P. 
8. P to K 3. P to K 4. 

The position, as now shown, is considered by high au* 
thorities to be so much in your favor that, in a general way, 
in games of importance but few players will consent to cap* 
ture Pawn on the second move ; preferring, instead, to play 
P to K 3. 

IRREGULAR OPENINGS. 

Under this heading almost all beginnings of games, 
wherein the first two moves are not similar to either one of 
those above laid down, are usually classed. Among them 
prominently stands 

THE SICILIAN GAME, 

This opening, wherein the second player declines to re* 
spond in like manner to his adversary's first move, P to K 4, 
has been, by very many, long considered as most favorable 
to the former's interest. It certainly prevents the possibility 
of any early and violent attack being instituted. 

WHITE. BLACK. 

1. P to K 4 C P to QB 4, 

You have now a large number of moves from which, to 
make your selection— as 2. KK* to B 3 ; 2. P to Q 4 ; 2. P to 
KB 4 ; 2. P to QB 4, or P to QK* 4 ; but in neither case is it 
apparent that you have any tangible advantage from having 
had first move. 



6* 



54 American Chess Manual 



CHESS IN AMERICA. 

THE CHESS CONGRESS TOURNAMENTS. 

The history of chess in America may, in one sense, be said 
to date from the opening of the first chess congress which 
occurred in New York in 1857. It followed the first chess 
congress ever held in England, viz., that of 1851, during the 
occurrence of the great World's Fair in London, that eventful 
year. In this first English chess congress no players from 
America took part, but after the American congress of 1857, 
our country was heard from in a very noteworthy manner. 
The grand tournament given under the auspices of the chess 
congress of 1857, resulted in the brilliant success of Paul 
Morphy, who won the first prize easily, Louis Paulsen being 
second, Theod-ore Lichtenhein third, and Dr. Raphael fourth, 
Mr. Horner, of Brooklyn, winning the first prize in the 
minor tourney which followed. The contestants in the grand 
tourney, besides the four above named, were Messrs. James 
Thompson, Judge Meek, N. Marache — all three since dead 
— H. P. Montgomery, H. Knott, W. S. Allison ; D. W. Fiske, 
Charles H. Stanley, Rev. S. R. Calthrop, Frederick Perrin, 
W. J. A. Fuller, H. Kennicott, and Dennis Julien. This- 
American tournament introduced to the chess world the 
greatest genius the game has ever known, viz. , Paul Morphy, 
whose career in London and Paris the year following placed 
him in the position of the chess champion of the world. It 
was thirteen years after this inaugural congress before a 
second similar gathering of chess-players of America occurred, 
Cleveland, Ohio, being the scene of the second meeting of 
the kind, it being of minor importance, however, compared 
to the first great event. 

The third congress and tourney took place in Chicago in 
1373, the fourth was held in Philadelphia in 1876\ Like the 
Cleveland meeting, both of these gatherings failed to equal 



American Chess Manual. 



55 



in importance the initial congress of 1857, though the Phila- 
delphia tourney was in advance of those held at Cleveland 
and Chicago. At all of these tourneys there was no second 
Paul Morphy, apparently, ready to champion America's 
cause in chess, it being physically impossible for the great 
player himself to again enter the chess world, his mental 
condition precluding anything of the kind, his mind having 
given way under the intense strain it was subjected to dur- 
ing his visit to Europe. This sad termination of Paul 
Morphy 's chess career exhibits in a painfully striking man- 
ner the folly of devoting every power of the mind to excel in 
a game designed only for amusement. 

The fifth chess congress in America was duly inaugurated 
in New York on the night of January 5, 1880, under the 
auspices of a committee of management composed of the 
following ardent supporters of the game, viz., Hon. William 
T. Minor, Henry Sedley, Frederick Perrin, Thomas Frere, 
Charles A. Gilberg, F. M. Teed, Chaplain J. D. Beugless, 
U. S. N., William M. De Visser, Henry C. Allen, E. W. Owen, 
M.D., Robert Hentscher, A.L. Grutter, Arthur Hardencourt, 
and Archibald Edmonstone. These gentlemen in their desire 
to arrange a grand tourney in this city for 1880, had made 
every effort to obtain the co-operation of the chess clubs of 
the country; but the majority of the clubs, from some cause 
or other, failed to give their aid or countenance to the pro- 
ject, only to find however, that, despite their lack of co= 
operation, through the energy, enterprise, and executive 
ability displayed by the committee in question, the congress 
and its tourney proved to be the most successful of all that 
have occurred in America since 1857 ; and that in the skill 
exhibited by the contestants in the tourney, and the close 
struggle from first to last for the prizes, it vied in interest 
even with the inaugural tourney which brought Morphy 
before the chess world. 



56 American Chess Manual. 



THE CONGRESS TOURNEY OF 1880. 

It was on the night of January 5 that the chess congress 
convened in the large hall over the O'Connor Billiard Parlors 
in Union Square, and on that occasion the chess-players who 
proposed to enter the lists in the congress tourney presented 
their credentials. There were ten entries, and the names of 
the competitors were as follows : Captain Mackenzie, of 
New York, the chess champion of America; Max Judd, of St. 
Louis, the champion of the Southwest; A. G. Sellman, the 
chess editor of the Baltimore Hearld ; James Grundy, the 
leading player of the Manchester Club, of England ; Eugene 
Delmar, of New York; General Congdon, of Washington ; 
Preston "Ware, of Boston; and Charles A. Mohle, James S. 
Ryan, and A. Cdhnfeld, three strong players of the Manhat- 
tan Club of New York. 

At first, when an estimate of the relative strength of the 
contestants, and the probable issue of the tourney, was made 
by local experts, it was the general opinion that Captain 
Mackenzie would have a comparatively easy task in carrying 
off the honors of the tourney; but before the third round of 
the games had been completed— each round consisting of two 
games played by each competitor with every other player — 
the fact was realized that there were one or two " dark 
horses " in the race, and that the champion was not going 
to have as easy a task to win as his friends had anticipated. 
The drawing of lots for numbers in the pairing off for each 
round had assigned to Captain Meckcnzie the player who 
happened to be the least successful of any in the tourney, and 
consequently the close of the first round saw the Captain the 
winner of the first two games. In the second round, how- 
ever, his opponent was the Manchester player, Mr. Grundy, 
and, to the surprise of the champion's admirers, he had to 
submit to defeat in the first game, and with difficulty obtained 
a draw in the second. This surprise party of course imparted 



American Chess Manual. 



57 



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58 American Chess Manual. 



a new interest to the tourney, and from the second round to 
the last every game was watched with eager interest. 

There was a sequel to this tourney which made it, in one 
respect, the exceptional event of American chess history, and 
that was the proceedings which resulted from the discovery 
that there had been bargaining for the buying and selling of 
games in the tourney in which Messrs. Ware, of Boston, and 
Grundy of Manchester, were the parties immediately involved. 
Tiie discreditable occurrences which ultimately led to the 
infliction of penalties on the offenders by the American Chess 
Association are of too recent occurrence not to be familiar to 
our readers to an extent requiring no further reference to 
the matter in this work, beyond mentioning the fact that the 
proceedings in question were but the outgrowth of the pro- 
fessional system of chess playing which has of late years been 
in vogue in the metropolis. [For Full Score see page 57.] 
The minor tourney of the congress took place at the 
rooms of the Manhattan Chess Club, 49 Bowery, New York, 
beginning February 3d, 1880, and ending Feb. 19th. The 
prizes consisted of $100, presented by Frank Queen of the 
New York Clipper — 160, 130 and 120. Fourteen contestants 
entered the lists, viz., Daniel Ottolingui, of Charelston, S. C, 
A. Ettlinger, of Cincinnati, F. Saunders and A. Vorrath, of 
Hoboken, N. X, W. Gooclbody of Greenpoint, L. I., A. T. 
Tompkins, of "Brooklyn, and Nicolas Gedalia, David and 
J. W. Baird, Leon Bloch, Wra. M. De Visser, O. Henschel, 
Solon Palmer, and H. Thompson of New York. 

The final result of the tourney was the success of Mr. 
Gedalia, in winning the first prize, the second going to Mr. 
David Baird, the third to Mr. Ettlinger, and the fourth to 
Mr. Jas. Baird. Mr. Bloch was obliged to retire from the 
tourney on account of his health, and as he was therefore 
unable to play his game with Messrs. Gedalia, De Visser and 
Vorrath, his game with Mr. D. Baird did not count in the 
record against Mr. Gedalia, hence the latter won the first 
prize by half a game. Mr. Saunders forfeited two games by 



American Chess Manual. 59 



being absent— one with Mr. D. Baird and the other with Mr. 
Vorrath — the latter also forfeiting a game to Mr. Saunders 
from the same cause. 

The full record of the tourney, up to the close of the regu- 
lar rounds, is appended : 





































be 


Players. 


Baird. 


d 

ail 

pq 


edalia. 


ttlinger. 


ompkins. 


cnschel. 


hompson. 


u 

> 


orrath. 


loch. 


i 


ttilerigui. 


aimer. 


oodbody. 


ames Won 


> 

CO 

g 

s3 


ictories 
Countin 




Ha 


P 


O 


m 


Eh 


— i 
— t 


CH 


p 


> 




X 












> 


J Rflirrl 





1 





1 


1 





1 




1 


1 




1 


1 


10 





10 


D. Baird, 


1 


H 







1 


1 





1 


1 


1 




1 


1 


9 


2 


10 


Gelalia 





% 




1 


1 


1 





1 


1 




1 




1 


1 


9 


1 


9^ 




1 


H 







1 


1 




1 


1 


1 


1 




1 


1 


9 


2 


10 




1 


1 





0* 




1 


1 





1 





1 




1 


1 


9 








Henschel 



















1 


1 


1 


1 


1 




1 


1 


8 





8 


Thompson . . . 


1 





1 


X 


9 







% 





1 


1 




1 


1 


7 


2 


9 


De Visser — 





1 


9 







9 


1£ 




1 




1 




1 


1 


7 


1 
























1 














1 


1 


4 





4 


Bloch 













1 





6 
















1 


3 




3 


Saunders 








~o 
















6 


1 






1 





3 





3 


Ottilengui 











1 

























% 


1 


2 


11 





















9 











1 







1 


•2 


1 1 




Goodbody 
































1 





'°' 




1 





1 


Games Lost ; . 


4 


2 


2 


2 


5 


5 


4 


4 


7 


7 


9 




10 


12 




i 




Defeats C'nt'g 


4 


3 


2H 


2 


5 





5 


4* 


7 


7 


9 lo^lio^te 



6o American Chess Manual, 



CHESS CODE 

ADOPTED BY 

OF THE UNITED STATES OF AMERICA. 
I88O. 



DEFINITIONS OF TERMS USED. 

Whenever the word 4i Umpire " is used herein, it stands for any 
Committee having charge of Matches or Tournaments, with powtc 
to determine questions of chess-law and rules ; or for any duly ap- 
pointed Referee, or Umpire ; for the bystanders, when property 
appealed to ; or for any person, present or absent, to whom may 
be referred any disputed questions ; or for any other authority 
whomsoever having power to determine such questions. 

When the word 4i move " is used it is understood to mean a legal 
move or a move to be legally made according to these laws. 

When the word '''man " or " men " is used, it is understood that 
it embraces both Pieces and Pawns. 

THE CHESS-BOARD AND MEN, 

The Chess-board must be placed with a white square at the 
right-hand corner 

If the Chess-board be wrongly placed, it cannot be changed dur- 
ing the game in progress after a move shall have been made by 
each player, provided the men were correctly placed upon the 
board at the beginning, i, e., the Queens upon their own colors. 

A deficiency in number, or a misplacement of the men; at the 
beginning of the game, when discovered, annuls the game. 



American Chess Manual* 61 



The field of the Standard Chess-board shall be twenty-two inches 
square. 

The Standard Chess-men shall be of the improved Staunton Club 
size and pattern. 

FIRST MOVE ANI> COLOR. 

The right of first move must be determined by lot. 
The player having the first move must always play with the 
white men. 

The right of first move shall alternate, whether the game be won, 
lost or drawn 

The game is legally begun when each player shall have made his 
first move. 

Whenever a game shall be annulled, the party having the move 
in that game shall have it in the next game. An annulled game 
must be considered, in every respect, the same as if it had never 
been begun. 

CONCESSIONS. 

The concession of an indulgence by one player does not give- 
him the right of a similar, or other indulgence from his oppo- 
nent* 

ERRORS. 

If, during the course of the game, it be discovered that any er- 
ror, or illegality has been committed, the moves must be retraced % 
and the necessary correction made, without penalty. 

If the moves cannot be correctly retraced the game must be an- 
nulled: 

If a man be dropped from the board and moves made during its 
absence, such moves must be retraced and the man restored. If 
this cannot be done, to the satisfaction of the Umpire, the game 
must be annulled. 

CASTLING. 

The King can be Castled only, 

When neither the King nor the Castling Rook has been moved, 
and 

Where the King is not in check, and 

Where all the squares between the King and Rook are unoccu- 
pied, and 

Where no hostile man attacks the square on which the King is 
to be placed, or the square he crosses, 



62 American Chess Manual 



In Castling, the King must be first moved. 

The penalty of moving the King prohibits Castling. 

EN PASSANT. 

Taking the Pawn "en passant" when the only possible move, is 
compulsory. 

QUEENING THE PAWN. 

A Pawn reaching the eighth square must be at once exchanged 
for any piece (except the King) that the player of the Pawn may 
elect. 

CHECK. 

A player falsely announcing " check, 1 ' must retract the move up- 
on which the announcement was based and make some other 
move, or the move made must stand at the option of the oppo- 
nent. 

No penalty can be enforced for any offence committed against 
these rules in consequence of a false announcement of " check," 
nor in consequenqe of the omission of such announcement, when 
legal a check " be given. 

" J , ADOUBE. < " 

" J'adoube," "I adjust," or words to that effect, cannot pro- 
tect a player from any of the penalties imposed by these laws, un- 
less the man or men touched, obviously need adjustment, and un- 
less such notification be distinctly uttered before the man, or 
men, be touched, and only the player whose turn it is to move is 
allowed so to adjust. 

The hand having once quitted the man, but for an instant, the 
move must stand. 

Men overturned or displaced accidentally may be replaced by 
either player, without notice. 

A wilful displacement, or overturnin ? of any of the men, for- 
feits the game. 

PENALTIES. 

Penalties can be enforced only at the time an offence is com- 
mitted, and before any move is made thereafter. 

A player touching one of his men, when it is his turn to play, 
must move it. If it cannot be moved he must move his King. If 
the King cannot move, no penalty can be enforced. 

For playing two moves in succession the adversary may elect 
which move shall stand. 

For touching an adversary's man, when it cannot be captured* 



American Chess Manual. 63 



the offender must move his King. If the King cannot move, no 
other penalty can "be enforced. But if the man touched can be 
legally taken," it must be captured. 

For playing a man to a square to which it cannot be legally mov- 
ed the adversary, at his option, may require him to move the man 
legally, or to move the King. 

For illegally capturing an adversary's man, the offender must 
move his King, or legally capture the man, as his opponent may 
elect. 

For attempting to Castle illegally, the player doing so, must 
move either the King or Rook, as his adversary may dictate. 

For touching more than one of the player's own men, he must 
move either man that his opponent may name. 

For touching more than one of the adversary's men, the offender 
must capture the one named by his opponent, or if either cannot 
be captured, he may be required to move the King or capture the 
man which can be taken, at the adversary's option ; or, if neither 
can be captured, then the King must be moved. 

A player moving into check may be required, by the opposing 
player, either to move the King elsewhere, or replace the King and 
make some other move— but such other move shall not be select- 
ed by the player imposing the penalty. 

For discovering check on his own King, the player must either 
legally move the man touched, or move the King at his adversary's 
option. In case neither move can be made, there shall be no 
penalty. 

While in check, for touching or moving a man which does not 
cover the check, the player may be required to recover with 
another piece, or move the King, as the opposing player may 
elect. 

TOUCHING THE S QUAKES. 

While the hand remains upon a man, it may be moved to any 
square that it commands, except such squares as may have been 
touched by it during the deliberation on the move ; but if all the 
squares which it commands have been so touched, then the man 
must be played to such of the squares as the adversary may 
elect. 

COUNTING FIFTY MOVES- 

If, at any period during a game, either player persist in repeat- 
ing a particular check, or series of checks, or persist in repeating 
any particular line of play which does not advance the game ; or 



64 American Chess Manual 



if " a game-ending " be of doubtful character as to its being a 
win or a draw ; or if a win be possible, but the skill to force the 

game questionable ; then either player may demand judgment of 
the Umpire as to its being a proper game to be determined as 
drawn at the end of fifty additional moves, on each side ; or, the 
question : "Is, or is not the game a draw ? " may be, by mutual 
consent of the players, submitted to the Umpire at any time. The 
decision of the Umpire, in either case, to be final. 

And whenever fifty moves are demanded and accorded, the party 
demanding it may, when the fifty moves have been made, claim 
the right to go on with the game, and thereupon the other party 
may claim the fifty move rule, and the end of which, unless mate 
be effected, the game shall be decided a draw. 

STALE-MATE, 

A stale-mate is a drawn game. 

TIME LIMIT. 

The penalty for exceeding the time limit is the forfeiture of the 
game. 

It shall be the duty of each player, as soon as his move be made, 
to stop his own register of time and start that of his opponent, 
whether the time be taken by clocks, sand-glasses, or otherwise. 
No complaint respecting an adversary's time can be considered, 
unless this rule be strictly complied with. But nothing herein is 
intended to effect the penalty for exceeding the time limit as re- 
gistered. 

ABANDONING THE GAME. 

If either player abandon the game by quitting the table in an- 
ger, or in an otherwise offensive manner ; or by momentarily re- 
signing the game ; or refuses to abide by the decision of the Um- 
pire, the game must be scored against him. 

If a player absent himself from the table, or manifestly ceases 
to consider his game, w r hen it is his turn to move, the time so con- 
sumed shall, in every case, be registered against him. 

DISTURBANCE. 

Any player wilfully disturbing his adversary shall be admonish- 
ed ; and if such disturbance be repeated, the game shall be declar- 
ed lost by the player so offending, provided the player disturbed 
then appeals to the Umpire. 



American Chess Manual. 65 



THE UMPIRE. 

Tt is the duty of the Umpire to determine all questions submit- 
ted to him according to these laws, when they apply, and accord- 
ing to his best judgment when they do not apply. 

No deviation from these laws can be permitted by an Umpire, 
even by mutual or general consent of the players, after a match or 
tournament shall have been commenced. 

The decision of the Umpire is final, and binds both and all the 
players. 

RULES FOR PLAYING THE GAME AT ODDS. 

I. In games where one player gives the odds of a piece, or "the 
exchange," or allows his opponent to count drawn games as won, 
or agrees to check-mate with a particular man, or on a particular 
square, he has the right to choose the men, and to move first, un- 
less an arrangement to the contrary is agreed to between the com- 
batants. 

II. When the odds of Pawn and one move, or Pawn and more 
than one move are given, the Pawn given must be the King's Bish- 
op's Pawn when not otherwise previously agreed on, 



66 American Chess Manual 



GAMES FOR STUDY. 

In playing over games in which masters of the art have 
been contestants, the young player -will perceive many a 
move made on each side the full effect of which he can 
only realize by a careful analysis of the game ; and it is in 
making this analysis alone that he will derive benefit to his 
own play from a perusal of the game. The appended match 
is one of the series played by Paul Morphy when in Europe, 
his opponent being Herr Harrwitz, then one of the great 
players of the day. It is an illustration of the opening 
known as Philodor's Defence. The notes are by Mr. George 
Walker, one of the oldest and best known chess writers of the 
present age. . 



white. (Morphy.) 


black. (Harrwitz.) 


1. 


P to K 4. 


P to K 4. 


2. 


KK* to B 3. 


P to Q 3. 


3. 


P to Q 4. 


KP takes P. 


4. 


Q takes P, 


KK 1 to B 3. 


5. 


P to K 5. (a) 


QP takes P. 


6. 


Q takes Q, check. 


K takes Q. 


1. 


KK* takes P. 


QB to K 3. 


8. 


QK* to B 3. 


KB to Q 3. 


9. 


KK* to QB 4. 


QB takes KK 


10. 


KB takes B. 


KR to K, check. 


11. 


QB to E 3. 


K to his 2. (b) 


12. 


Castles, Q R. 


P to QR 3. 


13. 


B to KK k 5. (c) 


QK* to Q 2. 


14. 


K* to K 4. 


P to KR 3. 


15. 


B takes K l . 


K 4 takes B. 


16. 


K* takes KB. (d) 


P takes KK 


11. 


KR to K, check. 


K to B. (e) 


18. 


KR takes R, check 


Kt takes KR. 



American Chess Manual. 



white. (Morphy.) black. (Harrwiti.) 



19. 


B to Q 5. 


R to K*. 


20. 


B to KB 3. 


P to KK l 3. {/) 


21. 


P to QB 3. 


K to his 2. (g) 


22. 


R to K, check. 


K to his B. 


23. 


K to QB 2. (A) 


K l to QB 2. 


24. 


K to QK l 3. (i) 


K l to K 3. 


25. 


K to QR 4. 


P to QK' 3. 


26. 


P to QK l 4. 


P to KR 4, 


27. 


P to KR 4. (J) 


K to his 2. 


28. 


R to K 3. 


K to Q % 


29. 


B to Q 5. (k) 


B to K. 


30. 


K to R l 3. (/) 


R to KKK 


81. 


R to KB 3. (?») 


K to his 2, 


82. 


P to QR 4. 


P to QR 4. 


33. 


B takes KK 


K takes B. 


34. 


K to QB 4. (n). 


P to KK*4. 


85. 


K to QK< 5. 


QRP takes P. 


86. 


QBP takes P. 


K*P takes P. 


87. 


K takes K*P. 


R to QKt, check* 


88. 


K to QR 5. 


K to Q 4. 


39. 


R to Q 3, check. 


K to QB 5, 


40. 


R takes QP. 


R takes K*P. 


41. 


R to Q 4, check, (o) 


K takes QR, 


42. 


K takes QR. 


P to KB 4. 


43. 


P to KB 4. (p) 


K to his 6. 


44. 


P to QR o. 


K to KB % 


45. 


P to QR 6. 


K takes KtP. 


46. 


P to QR 1. 


P to KR 6. 


47. 


P Queons, check. 


K to Kt 8. 


48. 


Q to KB 3, and 





Herr Harrwitz resigned* 



68 American Chess Manual, 



The following game played between Captain Evans— the 
author of the Evans gambit— and that old master of art, Mr. 
M'Donnell, who was the English champion of the period— 
1833— is said to have been the first on record illustrative of 
the Captain's gambit. It was in this game that the idea of 
the gambit was first suggested to the Captain who gave it the 
name of the " Wing gambit,' ' but it afterwards became 
known as the Evans gambit When at a subsequent period 
M'Donnell played the Evans gambit against La Bourdonnais,. 
the celebrated French champion, that discreet chess player, 
after having been defeated in a few games, retired to his 
study for several days for the purpose of examining this new 
opening ; and he afterwards fully endorsed it as a very ef- 
fective opening. - The game is as follows : 

white. (Captain Evans.) black. (>fr. M'Donnell ) 

1. P to K 4. P to K 4. 

2. Kt to K B 3. Kt to Q B 3. 
8. B to B 4. Bto B4. 

4. Castles. P to Q 3. 

5. P to Q 5t 4. B takes P< 

6. P to B 3. B to R 4- 

7. PtoQ4. ^Bto Kt5. 

8. QtoKtS. Q to Q2. 

S Kt to Kt 5. (a)) Kt to Q sq. (5) 

10. P takes P, P takes P. 

11. B to R 3. Kt to R 3. 

12. P to B 3. B to Kt 3 checko 

13. K to R sq. B to K R 4. 

14. R to Q sq. Q to B sq. 

15. R takes Kt check, (J takes R. 
16- Kt takes B P. (c) Q to R 5. 

17. Q to Kt 5 check. P to B 3. 

18. Q takes K P check, K to Q 2. 

19. Q to K 6 check. & to B 2. 

20. B to Q 6 mate. 

(a) Taking the Kt ? with Q, would have been bad play. 
(5) E Et to R 3 would have been safer. 

ic) This is very ingeniously conceived, for if Black makes the 
very obvious move cf Et takes Et. and which 99 players out of 300 
would have done, White would chock with B at Kt 5, and mate in 
two moves ; and if Black plays B takes Kt instead, White plays B 
takes B and also mates in two. 



American Chess Manual 69 
END GAMES. 

The following series of end games by Horwitz afford good 
practice study in pawn play for beginners : 

NO. 1. — BLACK. 









w 
































WHITE. 

White to play and win. 
No. 2. — BLACK. 



I 



m mm. 



WHITE. 

White to move and win. 



70 American Chess Manual. 

The solutions to the foregoing end game problems are as 
follows : 

No. 1. 





WHITE. 


TIT APT? 


1. 


K to 15 7. 


K to Kt 2. 


2. 


K to B 6. 


xx. xv to* \ a ) 


3.' 


K to B 5! 


K to B 3. 


4. 


K to Q 6. 


K to B 4. 


5. 


K to Q 7. {b) 


K to B 3. 


6. 


K to K 8. 


K to Kt 3. 


7. 


K to K 7. 


K to B4. 


8. 


K to B 7. 


P to K 4. 


9. 


P t. P. 


Kt. P. 


10. 


K to K 7. 


K to B 4. 


11. 


K to Q 6. 


K to B 3. 


12. 


K to Q 5. 


K to B 4. 


13. 


K to Q 4, and wins. 





(a) If 2 K to B 2 or B 3, White gets the opposition at 

once. 

(b) If 5 K to K 7, Black draws with 5 P to K 4. 

No. 2. 



SOLUTION. 





WHITE 


BLACK- 


1. 


P to Q 6. 


P t P. 


2. 


Pt. P. 


K to Q 4. 


3. 


P to Kt 4. 


K to K 3. 


4. 


K to Q 3. 


P to Q 4. (a) 


5. 


K to B 3. 


K to K 4. 


6. 


K to Kt S. 


P to Q 5. 


7. 


P to Kt 6. 


K to Q 3. 


8. 


P to Kt 5. 


K to Q 2. 


9 


K t. P. {b) 


K to B sq. 


10. 


K to Kt 4. 


K to Kt 2. 


11. 


P to R 4, and wins 





(a) If 4 K to Q 4, then 5 K to B 3, K to K 3, 6 K to 

Kt 3. If 4 .... K to Q 2, then 5 K to B 4, K to B 2, 6K to 
Kt 3, etc. 

(b) Or 9 K to B 4. 



American Chess Manual. 



Game IIL 

iitLO AI EE GAMBIT. 

Played in Paris between Messrs. Morphy and Bauofe^r 
white. (Mr. B.) black. (Mr. M.) 



h 


P to K 4. 


P to K 4. 


2. 


P to KB 4. 


P takes P. 


3. 


m to KB 3. 


P to KK 1 4. 


4. 


P to KR 4. 


P to KK 1 5. 


5. 


K fc to K 5. 


gt to KB a 


6. 


K* takes KK'P. 


K fc takes KP. 


7. 


P to Q 3. 


K* to KK 1 & 


8. 


QB takes P. 


K* takes R. 


9. 


Q to K 2, cheok. 


Q to K 2. 


10. 


K 4 to B 6, check. 


K toQ. 


11. 


B takes QBP, check. 


K takes B. 


12. 


K l to Q 5, check. 


KtoQ. 


13. 


K l takes Q. 


B takes KK 


14. 


Q to KK' 4. 


P to Q 3. 


15. 


Q to KB 4. 


R to KK*. 


16. 


K* to QB 3. 


B to K 3. 


17. 


B to K 2. 


K l to QB 8. 


18. 


Castles. 


k* to KK* 6. 


19. 


B to KB 8. 


Kt to KB 4. 


20. 


P to Q 4. 


K* takes KRE 


21. 


K to QK*. 


K 1 takes B, 


22. 


P takes KK 


PtoQ 4, 


23. 


K l to QK l 5. 


R to QB. 


24. 


P to QB 4. 


K to Q 2. 


25. 


P takes P. 


QB takes P. 


26. 


K* to QB 3. 


B to Q 8. 




Q to KB 5, cheek 


BtoE*. 



72 American Chess Manual. 



white. (Mr. B.) 


black. (Mr. M.) 


28. 


Q to QK 1 6. 


K to QB 2. 


29. 


K to QR. 


B to Q 2. 


80. 


K l to Q 5, check. 


K to QK'. 


81. 


K* to B 6. 


KR to Q. 


82. 


P to Q 6. 


K 4 to K 4. 


83. 


Q to K 2. 


B to KB 4. 


84. 


K to K*4. 


B takes K l . 


85. 


P takes B. 


K 4 to QB 5. 


86. 


RtoQB 


P to QK* 4. 


8*. 


PtoK5. 


K* takes KP. 


88. 


Q takes P, check. 


K to QR. 


89. 


II to Q. 


R to QB 


40. 


Q taR 6. 


P to KB 4. 


41. 


K to QK 1 . 


R to QB 2. 


42. 


R to K B. 


K* to QB 5. 


43. 


R to KB 2. 


R to QK fc . 


44. 


P to QK* 3. 


B to QR 6. 



And White resigns. 

Game IV, 
bishop's gambit. 
Between M. de la Bonrdonnais and Mr. McDonnell 



white. (Mr. McD.) 

1. P to K 4. 

2. P to KB 4. 
8. B to QB 4. 

4. K to B. 

5. QK fc to B 3. 

6. P. to Q 4. 
1. KB to K % 

8. P to K 5. 



black. (M. de la B.) 

P to K 4. 
P takes P* 
Q checks. 
P to KK* 4* 
KB to K' 2. 
P to Q 3. 
QK 1 to B 8. 
KKt to K SU 



American 



Chess 



Manual. 73 



whits. (Mr. McD.) black. (M. de la B.) 



9. 


QK' to his 5. 


Castles. 


10. 


QK l take3 QB?. 


QR to QK l . 


11. 


KKt to B 3. 


Q to KR 3. 


12. 


P takes P. 


KK> to KB 4. 


13. 


P to QB 3. 


KK fc to his 6, check. 


14. 


P takes Ku 


Q takes R, check. 


16. 


K to B 2. 


P takes P, check. 


16. 


K takes P. 


Q takes Q. 


IT. 


B takes Q. 


P to KR 3. 


18. 


P to QKt 3. 


P to QK l 4. 


19. 


QB to K 3. 


P to KB 4. 


20. 


P to Q 5. 


P to KB 5, check. 


21. 


K to K 2. 


P takes B. 


22. 


P takes Ku 


P to KK l 5. 


23. 


KK C to Q 4. 


B to K 4, check. 


24. 


K to K'. 


KB takes QP. 


25. 


QK* takes P. 


KB to QB 4. 


26. 


P to QK* 4. 


KB to QK* 3. 


27. 


QK* to Q 6. 


KB takes KK*. 


28. 


P takes B. 


QR takes K l P. 


29. 


K> takes B. 


KR takes K*. 


30. 


P to Q 5. 


K to B 2. 


81. 


B to QK' 3. 


K to K 2. 


82. 


K toB. 


QR to K 5. 


83. 


K to his 2 


KR to KB. 


84. 


K to Q 3. 


QR to K 4. 


85. 


R to K. 


K to Q 3. 


86. 


R takes P. 


R takes R, check 


87. 


K takes R. 


P to KR 4. . 


88. 


K to his 4* 


P to KR 5. 


89. 


BtoQ. 


P to KR 6. 


40. 


P takes P. 


P takes P. 



74 American Chess Manual 



white. (Mr. McD.) black. (M. de la B.) 

41. B to KB 3. P to KR 7. 

42. B to KK C 2. R to KB 8. 

Mr. McDonnell resigned. 

Game V. 
queen's gambit. 
Between M. de la Bourdonnais and Mr. McDonnell. 



white. (M. de la B.) black. (Mr. McD.) 



1. 


P to Q 4. 


P to Q 4. 


2. 


P to QB 4. 


P takes P. 


3. 


P to K 3. 


P to K 4. 


4. 


KB takes P. 


P takes P. 


5. 


P takes P. 


KK* to B 3. 


6. 


QK l to B 3. 


KB to K 2. 


7. 


KKt to B 3. 


Castles. 


8. 


P to KR 3. 


QK l to Q 2. 


9. 


QB to K 3. 


QK l to his 8. 


10. 


KB to QK' 3. 


P to QB 3. 


11. 


Castles. 


KK 1 to Q 4. 


12. 


Q to K 2. 


P to KB 4. 


13. 


KK 1 to K 5. 


P to KB 5. 


14. 


QB to Q 2. 


P to KK fc 4. 


15. 


QR to K. 


K to Kt 2. 


16. 


QK l takes KK 


K L takes Kt, 


H. 


KK fc takes QBP. 


QK'P takes K\ 


18. 


B takes K\ 


Q takes B. 


19. 


Q takes B, check, 


R to KB 2. 


20. 


Q to QK< 4. 


QB to KB 4. 


21. 


R to K 5. 


Q to her 2. 


22. 


P to Q 5. 


P takes P. 


23. 


Q to her 4. 


K to R S* 



American Chess 



Manual. 75 



white. (M. de la B.) 

24. P to KR 4. 

25. KR to K. 

26. QR takes K* ?. 

27. Q to K 5. 

28. R to KR Sjcheck. 

29. Q mates. 

Game VI. 

SICILIAN OPENING. 

Between Messrs. Horwitz and Bird. Played at the great 
English Chess Tournament of 1851. 



white. (Mr. H.) black. (Mr. B.) 



L 


P to K 4. 


P to QB 4. 


2. 


P to KB 4. 


P to K 3. 


3. 


K* to KB 3. 


P to Q 4. 


4. 


P to K 5. 


KB to K 2. 


5. 


KB to QK l 5, check. 


QB to Q 2. 


6. 


B takes B, check. 


K fc takes B. 


1. 


P to QB 3. 


K 4 to KR 3. 
Castles. 


8. 


Castles. 


9. 


P to Q 4. 


Q to QK* 3. 


10. 


P to QK l 3. 


P to KB 3. 


11. 


QB to QR 3. 


QR to Q. 


12. 


Kto R. 


KK l to KB 4. 


18. 


KR to K. 


KBP takes KP. 


14. 


KBP takes P, 


KR to KB 2. 


15. 


B to QB. 


QR to KB. 


16. 


P to QR 4. 


P to QR 4. 


11. 


K* to QR 3. 


QBP takes P. 


18. 


P takes P. 


B to QK l 5. 


19. 


B to Q % 


B takes K*- 



black. (Mr. McD.) 
QB to K 3. 
QR to K. 
QR to KB. 
QB to KK* 5, 
B takes R. 



American Chess Manual 



white. (Mr. H.) 


black. (Mr. B.) 


20. 


R takes B. 


KK l takes QP. 


21. 


QB to K 3. 


Q to QK l 5. 


22 


K 4 takes KK 


Q takes QR. 


23. 


K l takes KP. 


QR to K. 


24. 


K l to KK 4 5. 


QR takes KP. 


25. 


K* takes KB. 


K takes Kt. 


26. 


R to KB, check. 


XT f TTT> O 

K l to KB 3. 


21 


QB to Q 4. 


R to K 8. 


28. 


B takes K*. 


K*P takes B 


29. 


Q takes P. 


P to QK* 3. 


SO. 


Q to KB 5. 


Q takes QK« 


Si. 


Q takes BP, eheck. 


K to B. 



Drown g&m*. 



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have entirely exhausted all the topics upon which each book treats. Any 
and all of these books may be relied upon as the best and most copious 
authority upon the subject to which it is devoted. Study carefully any one 
of these books and you are thoroughly acquainted with all necessary details. 

In keeping with the excellence of the literary department is the typo> 
graphical execution. These books are as ornamental in the parlor as they 
are indispensably useful in the study. 



Published by ROBERT M, BE WITT, New York. 



Sent by mail, postage prepaid, to any part of 'K 

United States, on receipt of price. 



book: 

That Every One Ought to Read, 

AND MANY TO STUDY. 



The ART of COURTSHIR 

SHOWING 

HOW TO BE HAPPY, 

AND 

WHEN TO BE MARRIED. 



Price 25 Ce»t§, 



This book gives full and accurate information upon everything connected 
with love-making. All about engagements— making, breaking and fulfilling 
them ; all about weddings , and all about laws ana usages relating in any 
way to the forms of marriage. 



Every one who goes to Balls and Hops 
NEEDS THIS BOOK. 



IDE WITT'S 

"Ball-Room" Call Book. 



Price 25 Centi. 



Containing directions for correctly " calling * all the QUADRILLE 
.STOURES, (LANCERS), etc. (new and old), as danced in Bail-Rooms and 
private Parties throughout the Unrted States and Canada. 



pW" Copies of the above books sent to any address, postage paid, on receipt 
$f price. Address 

CLINTON I>E WITT, Publisher, 

No. 33 Rose Street, New Yaffe 



GU5 WILLIAMS' 




IF HUMOR. 



CONTAINING LOTS OF 

The Happiest Hits, 

The Dutchiest Drolleries, 

The Most Rollicidng Repartees, 

The Gassiest Gags, 

And the greatestAvalanche of Anecdotes that has ever Lassoed 
Laughers ! ! 

BY OUR GERMAN SENATOR, 

Who, for this occasion, leaves the nation to find food for a 

WHOLE CONTINENT OF FUN LOVING CONSTITUENTS. 
. Price 25 Cents. 



PAT B O O NET'S 

QUAINT CONUNDRUMS 

AND 

FUNNY GAGS. 

Interlarded with Kollieking: Stories— Irish Wit and Humor— 

Chinese Sketches— Sheeney Soft Sawder, etc, eta 

Bound to tickle the ribs cf the lean, and make them grow fat 
at the fun ; while the over-stout will laugrh off all 
their superfluous fat, reading- Booney*s 
jokes, always so Pat. 

This is a very neatly printed book, and has a fine Lithograph 
Picture of Pat Eooney on the cover. Price 25 Cents. 

Single copies of either the above books sent to any address post- 
paid) on receipt of retail price. * 

CLINTON T. DE WITT, Publisher. 

83 Rose Street, New York. 



